/Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/ControlRigComponent.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType), DisplayName="Mapped Element") struct FControlRigComponentMappedElement
FSoftComponentR...
ComponentReference
The component to map to the Control Rig.
EControlRigComp...
Direction
The direction (input / output) to be used for mapping an element.
int32
ElementIndex
FName
ElementName
The name of the element to map to.
ERigElementType
ElementType
The type of element this is mapped to.
FTransform
Offset
The offset transform to apply.
TObjectPtr<USc...
SceneComponent
EControlRigComp...
Space
Space in which the mapping happens
int32
SubIndex
int32
TransformIndex
An optional index that can be used with components with multiple transforms (for example the InstancedStaticMeshComponent)
FName
TransformName
An optional name that can be used with components that have sockets (for example the SkeletalMeshComponent)
float
Weight
Defines how much the mapped element should be driven